FAQ/Walkthrough by KeyBlade999

Version v2.20, Last Updated 2013-05-13

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Table of Contents

  1. Donations
  2. Introduction
  3. Pre-Credits Walkthrough
    1. Format (READ!)
    2. Welcome to Paradise!
    3. Expanding Paradise!
    4. New Allies, New Dreams!
    5. The Great Expedition
    6. Can Fate Be Changed?
    7. Kyurem and the Bittercold
  4. Post-Credits Walkthrough
    1. A Minor Note To Read
    2. Resurrection?
    3. The Plot Ends
  5. Dungeon Detours
  6. Dungeon Index
  7. Drilbur Dungeons
    1. Introduction
    2. Treasure Trove: Cool Creekside
    3. Treasure Trove: Fertile Forest
    4. Treasure Trove: Pleasant Plain
    5. Treasure Trove: Rough Rockery
  8. Magnagate Dungeons
    1. Introduction
    2. Why Not All of Them?
    3. Alluring Hill
    4. Alluring Shore
    5. Aspiring Volcano
    6. Challenging Cavern
    7. Challenging Maze
    8. Challenging Summit
    9. Devotion Crevasse
    10. Glinting Cavern
    11. Gloomy Drifts
    12. Gloomy Woods
    13. Healing Maze
    14. Joyous Cavern
    15. Marvel Cavern
    16. Marvel Volcano
    17. Mystical Cliffs
    18. Mystical Maze
    19. Mystical Shrine
    20. Peculiar Cavern
    21. Primitive Maze
    22. Sacred Outcrop
    23. Shining Maze
    24. Treasure Barrens
    25. Treasure Cavern
    26. Treasure Crevasse
    27. Unique Barrens
    28. Unity Dunes
    29. Unseen Woods
  9. DLC Dungeons
    1. Release Data
    2. Axe Rock
    3. Ivy Park
    4. Kecleon's Bazaar
    5. Mt. Travail
    6. Pika Land
    7. PokéForest
    8. Scalchop Beach
    9. Skill Treasury
    10. Strongest Trail
    11. Treat Road
    12. Ultimate Wilds
  10. Companion Mode
  11. Paradise Minigames
    1. Introduction
    2. Beartic Slide
    3. Sunken Treasure
  12. Hunting the Legends!
    1. Introduction
    2. Automatic Recruits
    3. Random Finds
    4. Royal-Rank Missions
    5. Special Cameos
  13. Taking Down Kecleon
    1. Introduction
    2. Stealing From Kecleon
    3. Fighting Kecleon
  14. Team Attacks
  15. Team Skills
  16. Items Listings
    1. Berries
    2. Seeds
    3. Other Food Items
    4. Hold Items
    5. Devices
    6. Flags
    7. Wonder Orbs
    8. Throwable Weaponry
    9. Vitamins
    10. Evolution Items
    11. TMs/HMs
    12. Pokémon Gifts
    13. Miscellaneous Items
  17. Item Shops
    1. Kecleon's/Quagsire's Shops
    2. Cinccino's Gift Shop
    3. Cofagrigus's Glorious Gold
    4. Oodles of Orbs Shop
    5. Berries and Seeds Shop
    6. Detour Guide Shop
    7. Swap Shop's Shop
  18. Pokémon Paradise Facilities
    1. Introduction
    2. Types of Land
    3. Facility Painting
    4. Field Painting
    5. General Stores
    6. Seed/Berry Fields
    7. Type Dojos
    8. Miscellaneous Areas
  19. Pokémon Details
    1. Section Format (READ!)
    2. Quick-Jump
    3. The Whole List
  20. Pokémon Paradise Ranks
  21. Passwords
    1. Introduction
    2. North America Version
    3. Japanese Version
  22. Credits
  23. Version History
  24. Legalities

Pre-Credits Walkthrough (Continued)

Whoa? What!?



Past the Ochre Quarry, it seems that we've been running for a fair while, it being nighttime now. Our pursuers seem to have not followed us, so we decide to stop for the evening. After a shoddy camp is set up in a rock alcove, you stare up at the moon, noticing the similarity to Paradise's stars despite the large distance between here and there. You wonder how everyone in Paradise is doing... If your partner managed to make it there yet and get help...

Hydreigon startles you from your stupor and pretty much reads your mind - he knows you want to go to the Pokémon Paradise again. But first, he asks you to do something - destroy the Bittercold. This goes back to why Hydreigon decided to call someone from the human world for help...







EXPECT SOME SPOILERS WITH THE BELOW TEXT!!!! LIKE WITH THE PREVIOUS LONG SET OF SPOILERS, I DIDN'T BOX THIS FOR READABILITY ISSUES!






Firstly, Hydreigon reveals that he, too, is not really a Pokémon - merely something in Pokémon form, like you. He is actually the Voice of Life - the voice of all nature, all organic living beings, from the plants to the animals to the Pokémon, a cry for both pain and joy. When the desires of all beings have united, the Voice of Life takes a form - this time, in the form of a Hydreigon.

The world is teetering on the verge of decimation, and all of nature knows it, if but on a subconscious level. The danger causing this is the Bittercold, a mysterious alien organism that has entered the Pokémon world and is eating away at the very core of the planet. Hydreigon then mentions your quest to the Great Glacier, where you saw objects levitating in mid-air, supposedly caused by the antigravity of the Great Crystal. That is actually the power of the Bittercold - and, therefore, the Bittercold is actually within the Great Glacier, within the Glacier Palace to be exact.

Yes, the Great Crystal and the Bittercold are both one and the same.

Hydreigon intends to destroy the Bittercold and therefore save the world. However, there is but one obstacle in his way - Kyurem, lord of the Great Glacier. Kyurem is effectively a prophet, a seer - able to see the distant future. He can know if someone is coming to threaten the Great Crystal, and therefore alter his attitude to deceive that Pokémon, as he did with you. Anyone who sees through his ruse and insists on destroying the Great Crystal, as must be done, will be obliterated mercilessly.

That's why Munna and her gang attacked Umbreon and Espeon, and then you. You are fighting to alter the future Kyurem is perceived, and Munna is a subordinate of Kyurem. Obviously, though, not a single other being wants Kyurem's future - the end of the world - to come to fruition. So, it seems simple, right - train, beat the crap out of Kyurem, and sling a bat at the Great Crystal. Right?

Heh, wrong. The Bittercold is actually the physical manifestation of the negativity of Pokémon - the worsening of relationships, the lack of trust, a lack of hope... All that created the Bittercold, which in turn brings about more of it, letting the Bittercold almost suck the life out of the world. Around the Bittercold is a fog made of the pure negative emotions, yet to solidify - if a Pokémon were to enter this fog, the Pokémon would lose all spirit, all strength, almost become unable to even breathe...

Are you starting to realize just how close you were to the Bittercold? Yet, why didn't YOU pass out like the others? That's the root of the reason Hydreigon brought you here - while you may be in the skin of a Pokémon, and have the powers of a Pokémon, you are not a Pokémon, but a human. No Pokémon can destroy the Bittercold because it is the manifestation of negativity in Pokémon, but humans have no influence in the Pokémon world whatsoever - a human would be immune to this, like you were on the expedition.

And so, Hydreigon set out a plea for help with through the dreams of humans. One of the humans -- wait, one of? Yes, more than one human answered the call; more than one human is in the Pokémon world as we speak. And, like you, Kyurem is hunting them down mercilessly through Munna and her gang. Right now, the only one of them Hydreigon can depend upon is you. He begs you for your help in defeating Kyurem, destroying the Bittercold, and saving the world.

You're obviously shocked at all of these realizations. You also realize that humans are being ejected from this world left and right, and someone has to stop the Bittercold. And so, you accept Hydreigon's offer, who graciously thanks you.







EXPECT SOME SPOILERS WITH THE ABOVE TEXT!!!! LIKE WITH THE PREVIOUS LONG SET OF SPOILERS, I DIDN'T BOX THIS FOR READABILITY ISSUES!






After all of that spoilerific cutscene stuff, you get to save the game. On the morrow, you and Hydreigon find a nice shortcut towards Post Town - it's just past the next Mystery Dungeon. It seems that you and Hydreigon came to an agreement last night - you'll return to Post Town and get Umbreon and Espeon to set up the Entercards to get us back as close to Glacier Palace as possible. You still have no idea where your partner is; all you can do is hope he's safe.

Prepare for the next dungeon as necessary, then enter it to the north. Be sure to stock up well on Oran Berries, Reviver Seeds, and Max Elixirs - this dungeon is long at 17 floors!

Please tell me I'm not the only one enjoying this music!




Withered Savanna



  • Dungeon Length: 17 floors
  • Dominant Types: Grass, followed by Normal and Poison
  • Pokémon Recruits?: Yes (but they won't actually join the party, just return to Paradise)

RESIDENT POKÉMON DATA
Pokémon SpeciesPokémon #Pokémon TypeWhich Floors?
Amoonguss#591Grass/Poison1F ~ 17F
Azurill#298Normal1F ~ 17F
Glameow#431Normal1F ~ 17F
Leafeon#470Grass1F ~ 17F
Lilligant#549Grass1F ~ 17F
Pansage#511Grass1F ~ 17F
Scolipede#545Bug/Poison1F ~ 17F
Seismitoad#537Water/Ground1F ~ 17F
Simisear#514Fire1F ~ 17F
Zebstrika#523Electric1F ~ 17F
Zoroark#571Dark1F ~ 17F (rare!)

  • Amoonguss is weak to Fire, Ice, Flying, Bug, and Psychic. It has type-based advantages over Water, Rock, Ground, and Grass. Amoonguss has the Effort Spore ability, so beware of using physical moves on it, as you may be put to sleep, paralyzed, or poisoned. Amoonguss may also hit you with Toxic - a move that inflicts Bad Poisoning. This is like regular Poisoning ... but the damage increases each time!

  • Azurill and Glameow are weak to Fighting and take little damage from Ghost. They lack advantages. Glameow is annoyingly notable for using Hypnosis, which can put you to sleep, and it also has the Limber ability, preventing its paralysis.

  • Lilligant, Leafeon, and Pansage are weak to Fire, Ice, Flying, Bug, and Poison. They have type-based advantages over Rock, Water, and Ground.

  • Scolipede is weak to Fire, Rock, Flying, and Psychic. It is advantageous over Psychic, Dark, and Grass.

  • Seismitoad is weak to Grass (4x), and takes little damage from Electric. It is advantageous over Fire, Rock, Steel, Electric, Poison, and Ground.

  • Simisear is weak to Rock, Water, and Ground, and is advantageous over Grass, Ice, Steel, and Bug.

  • Zebstrika is weak to Ground, and advantageous over Flying and Water. Note that it may have the Lightningrod ability, which will nullify any Electric attacks other than its own if you're in the room with it.

  • Zoroark is a rarity here, and will usually only appear under the influence of its Illusion ability - in other words, if it is using its Illusion ability, you will have to attack it to see if it truly is Zoroark. Zoroark will still retain his typing under this "shroud", though, no matter what Pokémon he is posing as. He is weak to Fighting and Bug, takes little damage from Psychic, and is advantageous over Ghost and Psychic.

Scientifically speaking, this dungeon became a withered savanna for a reason. The dungeon can get Sunny at times, halting automatic HP restoration, strengthening Fire moves (like on Simisear), weakening Water moves (like on Seismitoad and Azurill), and, if you've somehow got it, making SolarBeam require no charging-up turn. Otherwise, though, this is your typical Mystery Dungeon - nothing special about it.

Sometimes, also, it can Rain - basically it reverses the Sunny thing and makes Thunder 100% accurate.

Anyways, save on the way out!




Captured!?



Once past the Withered Savanna, as you progress forward, a familiar cackle echoes through the air - Purugly! But from where? Suddenly, four Excadrill drill up from beneath you, encircling you. With Hydreigon on your side, even Purugly is able to recognize the disadvantage she's at, so she'll merely pass on a message - your partner's been captured! He's being held at the Holehills, if you want to save him. o_o;

Suddenly, the enemy disappears. You seem to have already resolved to go save your partner, despite the fact that it is a blatant trap. Hydreigon thinks different - I mean, what if your partner isn't there, then you get overwhelmed by Munna's thugs? The world could very well be lost... Despite this, you move forward - despite Hydreigon's forewarnings, you decide to save your friend; even if it is a trap... if there's just a chance he's been captured...

Hydreigon eventually realizes the inevitable - the bond between you and your partner is too strong and you will save him, with or without Hydreigon, despite the high stakes. Hydreigon also realizes, deep down, he doesn't want to risk your partner's life, either. He decides to travel with you.

Later, you arrive at the entrance of the Holehills - a range of hills dotted with many alcoves and caverns, the perfect place for an ambush. Well, regardless, prepare with the Deposit Box at the entrance and enter the dungeon to the north.




Holehills



  • Dungeon Length: 12 floors
  • Dominant Types: Grass, Fire, and Bug are all tied
  • Pokémon Recruits?: Yes (but they won't actually join the party, just return to Paradise)

RESIDENT POKÉMON DATA
Pokémon SpeciesPokémon #Pokémon TypeWhich Floors?
Azurill#298Normal1F ~ 12F
Jolteon#135Electric1F ~ 12F
Larvesta#636Fire/Bug1F ~ 12F
Lilligant#549Grass1F ~ 12F
Pansage#511Grass1F ~ 12F
Roggenrola#524Rock1F ~ 12F
Scolipede#545Bug/Poison1F ~ 12F
Simisear#514Fire1F ~ 12F

  • Azurill is weak to Fighting and take little damage from Ghost. It lacks advantages.

  • Jolteon is weak to Ground and advantageous over Flying and Water. It may have the Volt Absorb ability, turning Electric attacks against it into HP restoration.

  • Larvesta is weak to Rock (4x), Water, and Flying. It is advantageous over Ice, Steel, Bug, Grass, and Dark.

  • Lilligant and Pansage are weak to Fire, Ice, Flying, Bug, and Poison. They have type-based advantages over Rock, Water, and Ground.

  • Roggenrola is weak to Steel, Fighting, Ground, Grass, and Water. It is advantageous over Flying, Bug, Fire, and Ice. It may have the Sturdy ability, which prevents one-hit kills from full HP. Note that, if the game does mention Sturdy having saved the Pokémon, you may as well just use the generic A Button attack to save yourself some PP.

  • Scolipede is weak to Fire, Rock, Flying, and Psychic. It is advantageous over Psychic, Dark, and Grass. It knows Megahorn, so you know, a powerful Bug-type move. It is associated with a slight glitch in this dungeon's gridded floors where, basically, if it misses, the grids turn off for a single turn. Don't worry, you didn't do it yourself - they'll come back if they were on in the first place. >_>

  • Simisear is weak to Rock, Water, and Ground, and is advantageous over Grass, Ice, Steel, and Bug.

Your first floor, 1F, is another of those open, gridless floors. Simply progress leftward into the cavern, which will lead to some traditional dungeon floors.

Between 3F and 4F, you and Hydreigon will walk into a clearing. There, you'll see a frozen Frism someone left. You warm it up to find a voice inside - that of your partner! Munna revealed his plan to your partner - tricking you into getting close to Munna, then killing him. Then there's something you not being able to stay in this world before your partner is knocked into unconsciousness, where the recording ends. Hydreigon mentions the obvious before you progress, fully healed, onto 4F.

Once on 6F, you'll find a gridless floor again. Basically head to the right to find the archway into the next dungeon floor. Be sure to check around, too. I found a sparkling area yielding an Escape Orb to the southeast of the exit doorway.

Once on 9F, there will be another gridless floor. Simply proceed to the right and leave it at that - you'll find a doorway again. (I wonder what happened to all of the puzzles they had before with these areas?)

Once on 12F, you'll find a westbound path in a gridless area. If you stick along the northern wall, you'll find a staircase to the next area. I would check the whole area, though, for enemies to the battle and sparkly areas. I actually found three, all west of the stairs - to the curious, they contained a Gold Bar, a Zinc Band, and a Warp Seed. Obviously, though, it remains random. Anyways, head upstairs and further north into the next area.

SPOILER! Highlight to View

As you approach the peak of the Holehills, Hydreigon warns you to be wary - now would be the best time to launch an ambush, when you're weak and weary, and overcome with emotions. Meanwhile, Toxicroak and Munna look on at your partner, ever-determined and strong in the direst of fates. Toxicroak thinks you'll appear here at night, when visibility is low. Munna doesn't think so, knowing it probably wouldn't work twice. She turns to your partner, mockingly commenting on his and your abilities. He defiantly replies that they'll never be able to catch you.

Some time later, we see Toxicroak, boredly beginning to doze off. Ever the faithful, loyal, one-string banjo companion, your partner reiterates that they'll never catch you. Meanwhile, we hear rocks roll down the bumpy, rough cliffside. Toxicroak goes off to check it out - I mean, it's not like you're planning to sneak att-- Oh, I see you are. =P Still, Munna's set up her own trap with one of the Frisms. Her group quickly closes in and surrounds you...

Purugly then wisely remembers Hydreigon, who seems to be absent for the time being. Everyone looks up to see Hydreigon, nose-diving down at the mob, loosing off numerous Dragon Pulses. The group scatters and the hut is shattered. Meanwhile, Munna realizes just what you're up to and calls a bunch of Salamence for a counterstrike.

You dig hurriedly through the cave to find, as you predicted, your partner at the other end! You free him from his bondage and leave the cave... Only to find a dead-end! Munna's gang closes around you once more, and it seems like all hope is truly lost... (Now would be a good time to turn on the 3D!) Then Hydreigon blazes out one of the caves and grabs the both of you. The Salamence tail you, but to no avail, despite how close they come.

Your partner has been successfully rescued! Save the game!




United We Stand!



Obviously, this all has taken a lot out of Hydreigon, so they decide to take a break on a cliff. It seems we're all fine now - probably being tailed, but not at the moment. Apologies and thanks are passed all around as you elaborate on how you saw through Munna's ruse. It began with the Frism you saw around 3F on the Holehill, dropped by your partner... Or was it dropped involuntarily? It seemed much more likely that your partner's voice had been forcefully recorded. Upon closer examination, it was also revealed that the Frism wasn't even your partner's! And where there's one, there's probably more. In that case, kinda like Emolga did way-back-when, Munna might just set up an ambush.

Anyways, it also looks like your partner needs to get caught up on Hydreigon not being bad before we need to invent toilet paper. >_>

Once caught up, your partner agrees that we need to go to the Great Glacier and destroy the Bittercold. As Hydreigon points out, our journey will be less fraught with trial if we got Espeon and Umbreon to summon use a Magnagate bringing us there. We leave immediately towards the next dungeon.

Well, prepare for this next one, the Scorching Desert! Remember to give your partner some kind of hold item, too, if you usually do. And don't forget the sunscreen.




Scorching Desert



  • Dungeon Length: 10 floors
  • Dominant Types: Rock, Fire, and Bug are all tied
  • Pokémon Recruits?: Yes (but they won't actually join the party, just return to Paradise)

RESIDENT POKÉMON DATA
Pokémon SpeciesPokémon #Pokémon TypeWhich Floors?
Cranidos#408Rock1F ~ 10F
Flareon#136Fire1F ~ 10F
Galvantula#596Electric/Bug1F ~ 10F
Garbodor#569Poison1F ~ 10F
Golett#622Ghost/Ground6F ~ 10F
Klang#600Steel1F ~ 10F
Larvesta#636Fire/Bug1F ~ 10F
Roggenrola#524Rock1F ~ 10F

  • Flareon is weak to Rock, Water, and Ground, and is advantageous over Grass, Ice, Steel, and Bug.

  • Galvantula is weak to Fire and Rock, and has an advantage over Dark, Grass, Psychic, Flying, and Water. Try not to get close to it - it has Bug Bite, which could take out some of the items in your Bag and let the Galvantula use them. Galvantula may use Thunder Wave to paralyze you. It may also use Gastro Acid, nullifying your ability for a while if it hits. Then there's Spider Web, which may immobilize you, and String Shot, which may halve your movement speed... Gah, just get rid of these bugs the first chance you get.

  • Garbodor is weak to Psychic and Ground, and is advantageous over Grass. You want to be quick fighting this - it may have the Weak Armor ability. When you hit it, it may lower its Defense ... then get an additional move per turn!

  • Golett is weak to Water, Grass, Ice, Dark, and Ghost, and takes little damage from Fighting, Normal, and Electric. It has type-based advantages over Ghost, Psychic, Fire, Rock, Steel, Electric, and Poison.

  • Klang is weak to Fighting, Fire, and Ground, and takes little damage from Poison. It is advantageous over Ice and Rock.

  • Larvesta is weak to Rock (4x), Water, and Flying. It is advantageous over Ice, Steel, Bug, Grass, and Dark. He can use String Shot to halve your speed, but that's about it.

  • Roggenrola and Cranidos are weak to Steel, Fighting, Ground, Grass, and Water. They are advantageous over Flying, Bug, Fire, and Ice. Roggenrola may have the Sturdy ability, which prevents one-hit kills from full HP. Note that, if the game does mention Sturdy having saved the Pokémon, you may as well just use the generic A Button attack to save yourself some PP.

Not a whole lot to say about this dungeon. Just beware that Monster Houses, quite rare in recent days (I found only one since losing my partner) come back in force here. Try to be prepared for it - Petrify Orbs, All Power-Up Orbs, save Team Attacks, etc.

Also note that the weather can change here. As usual, this will prohibit automatic HP growth. Here, the weather of the day is Sandstorm - all Pokémon, except those of the Ground, Rock, or Steel types will take a point of damage every few turns.




In the Dark Depths of Despair, a Bright Light Shines...



After finishing ten floors of the Scorching Desert, you find that it's getting quite dark. (And presumably quite cold, too, as sand does not hold heat well. As your partner confirms.) Our pace slows down to a walk, seeing as it's unlikely anyone is following us due to the climate and time - not to mention we've spotted no one so far.

Hydreigon does begin to think it's colder than it should be, though, even for a desert. Still, the dune up ahead supposedly marks the end of the desert. (Yeeeeeah... Like sand doesn't get blown around and each dune looks unique. =/) ...







EXPECT SOME SPOILERS WITH THE BELOW TEXT!!!! LIKE WITH THE PREVIOUS LONG SET OF SPOILERS, I DIDN'T BOX THIS FOR READABILITY ISSUES!






All of a sudden, a roar reverberates through the chilled air. Kyurem drops down oh-so-gracefully from above, wasting no time in blasting Hydreigon with his signature move, Glaciate! Hydreigon is frozen solid, but this is not enough for Kyurem - Kyurem then shatters the block, killing Hydreigon! Your partner tells you to run, to no avail - Kyurem rears up and stomps you. Repeatedly...

Your partner can only look on in dazed, depressed disgust... for a moment. Suddenly, your enraged partner steps between you and Kyurem, begging for him to leave you alone. Noticing that your partner now only cares for the safety of his best friend, and you both have lost the will the fight, Kyurem feels you'll be unable to change the future.

As Kyurem stalks off, your partner finally asks the important question... Kyurem knows the world is going to end, but why not stop this? Kyurem first states that the world's end is not an impending threat that's years or decades away, but mere days now, and it is inevitable as long as he protects it. The world has grown cold towards Kyurem (if you remember the popular Black/White canon plot behind him) and itself - few Pokémon have the ability to trust anyone anymore. They're just all concerned with themselves, he says.

This negativity swirled and stagnated about the air around the Great Glacier until it took a physical form, the Bittercold. Soon, the Bittercold will sweep about the world and, in a bout of irony, end this metaphorically-cold world with true freezing, an infinite, unescapable ice age. A new world will be born; the planet will get a second chance. This is what Kyurem fights for - like the fire that blazes through the pine forest, new life may arise, better than that what was lost.

The Voice of Life is no different than the other Pokémon of the planet - it is their unison voice, and therefore the unison voice of Pokémon just focused on their own lives, wanting their own selfish lives to continue. Kyurem then mentions the lights, the lights you saw from Post Town - they are the souls of humans turned into Pokémon, returned to whence they came: the human world. Summoned by Hydreigon, as Kyurem newly reveals to your partner, many more human-Pokémon resided in this world.

All have been defeated and sent back to the human world, bar one - you. Kyurem again states that the end of this world is inevitable - you cannot change it, no matter what you do. If you are able to realize this, that you will all die quite soon, Kyurem will allow you and your partner a few more days as Pokémon... But, if you still feel like you have a chance and want to ride on it, Kyurem promises you a painful, slow, merciless death - what happened tonight will be a mere slap on the wrist compared to what he'll do.

Kyurem then leaves and your partner finally has the presence of mind to check on you. But you're not even moving, and your partner is alone, in the middle of a desert. Suddenly, voices are heard in the distance as Emolga and Dunsparce finally approach! It seems they've been searching for a fair while now since you failed to return in a timely manner to Post Town. Your partner pushes aside the small talk, pointing out the unconscious you nearby. They decide to carry you somewhere where you can be better tended.

You eventually awaken in a forested area, surrounded by Umbreon, Espeon, Virizion, Dunsparce, Emolga, and, of course, your loyal partner. You've been out for quite a while. As you think about how to thank these guys for saving your life, your partner questions Emolga and Dunsparce on how they found you in the first place.

As a search party was planned for Mount Kilionea, a voice was heard by all, out of nowhere, telling them to go to the Scorching Desert, where you were in fact found. The group split up and searched across the desert. While Emolga and Dunsparce were together, a light floated across the path, enticing them to follow, and it led them to you and your partner. Perhaps it was Hydreigon's soul, after being crushed like that...

We decide to look on the current situation. As Kyurem and Hydreigon have both pointed out, it is the negativity and the selfishness of the Pokémon that have created the Bittercold. Destroying it isn't gonna change anything - Pokémon are always going to be negative at times, yes, and with them on this extreme, it's going to take something more drastic, more permanent than sending a team to the Great Glacier every twenty minutes. Kyurem's "inevitable future" is, in fact, beginning to look more ... well, inevitable. I mean, you can't send teams there rapidly - you'll just get Pokémon killed that way - and you can't easily changes the minds of millions...

This thought gets Umbreon and Emolga into a heated argument. As far as Emolga's concerned, it seems like Umbreon has given up all hope, that's he okay with the world ending. Obviously, he's not, but he can understand how Kyurem feels. Hasn't Emolga - hell, any ONE of us, Pokémon, human, video game player - thought that this world was screwed up, messed up, going straight into the toilet, and there's not a single bit of hope for the world... That a brand-new start is needed?

Espeon begins to agree with Umbreon, then Virizion. When asked his opinion, your partner notes how frightened he was when you were being smashed by Kyurem, who soon said that Kyurem would destroy all in his way towards this questionably-better future, namely you. He was scared and lost his nerve; he can admit that now. Your partner doesn't want to see you hurt again ... then again, he also doesn't want to accept that the world's going to end! The world has become dark, it has become desolate - it is a land of dark despair. That's why your partner to build the Paradise - so there might be a light at the end of this tunnel, that Pokémon may learn again to trust unconditionally, that Pokémon might actually learn what friendship truly entails, that Pokémon the world over may have a better life. And Pokémon joined alongside him in his valiant dream - there may be many more dark Pokémon in the world, but your partner knows he can depend on each and every Pokémon here!

It is this trust - this inviolable bond between each and every Pokémon that wholly trusts one another that can be the light that overpowers the darkness of the despair; that which is noble enough and kind enough to melt even the coldest of hearts. This is what your partner has learned from you and his other many new friends - to lose you all now is absolutely unacceptable to him! Umbreon then apologizes for his harsh words earlier, understanding what your partner has so vividly spoken. As he says, despite all of the Pokémon out there that hate and despise each other, there have to be those who trust others, and not just us! Not everyone is looking for a fight; not everyone is selfish and egocentric! If we could just, somehow, someway, spread this feeling among the other Pokémon of the world - a feeling of hope, a feeling of faith in others, a feeling of trust - then we could truly combat the Bittercold and save the world - imperfect, yes, but it is our Paradise. Heck, Virizion could change - why not others?

And so we vow to see what we can do about this. First, to Post Town, to spread the news. But we also need to plan to destroy the Bittercold - after all, it has already physically manifested itself, and we will need a non-Pokémon - a human-Pokémon - to get close enough to be able to simply survive, then shatter it, for good. You may have to face Kyurem again - maybe even alone, mano y Pokémano. Despite this, despite the high stakes, you obviously accept - you, too, have formed such powerful bonds with the Pokémon of this world, a world not even your own; you don't want to see them go, just as they don't want to see you go.

Destruction is not far off...

We need to hurry.

If we do, we just might all have a future together beyond the next couple of days! (Save the game!)







EXPECT SOME SPOILERS WITH THE ABOVE TEXT!!!! LIKE WITH THE PREVIOUS LONG SET OF SPOILERS, I DIDN'T BOX THIS FOR READABILITY ISSUES!











EXPECT SOME SPOILERS WITH THE BELOW TEXT!!!! LIKE WITH THE PREVIOUS LONG SET OF SPOILERS, I DIDN'T BOX THIS FOR READABILITY ISSUES!






You arrive back in Post Town that very evening. You decide to tell everyone the news the next morning. Once you regain control, go ahead and on outside. There, you'll meet with Emolga, Umbreon, Espeon, Dunsparce, and Virizion, all ready for "the talk". =P It might be hard to convince them at first, but we have no doubt they'll pull through... Hopefully. You head on down to the square as Emolga shouts you good luck.

In the town square, it seems like we've gotten a fair sum of Pokémon together. Your partner shouts over the crowd to get their attention. Your partner gives them the information you discussed the previous afternoon with the team in the woods. Obviously, the news that the world is going to end is surprising everyone, especially with it probably being at least partly their fault from their negativity.

Your partner has to calm them down again for the second part. The world is teetering on the head of a pin now, yes, but there is hope. The Bittercold is fed by negativity - take that away and the Bittercold is merely a crystal for the shattering. If everyone would learn to trust, learn to befriend, learn to be loyal, learn to have faith in each other, learn to have hope for the future, then the Bittercold is beatable. And then, we could go there and smash it. It's not too late for fate to be changed, for fate is never written - so long as everyone wholeheartedly pulls together, the world could be saved.

Obviously, then, Kyurem remains the biggest concern. I mean, he had no trouble ripping through all of the ... others. Perhaps there's a way to get around Kyurem...

Then again, he can see the future. If he's already seen the end of the world as Patrat says, doesn't that mean your efforts are going to end in vain regardless? Things keep sinking back in the wrong direction - everyone begins to believe Patrat, Roggenrola suggests doing whatever we want... They just keep running from the truth, one, by one, by one... They've already given up; maybe there is no hope.

Suddenly, the ground begins to shake and everyone approaches the hill to see what's going on. From there, they can see the Glacier Palace in the distance - floating... The Bittercold already has gained such power to be able to lift a veritable fortress as that, that high in the air to be seen from so far away... The end is near, ain't it? Sadly, it is that one thought that draws everyone into a frightened craze.

Well, crap, that screwed up. What now?

That evening, as Emolga points out, only Swanna even bothered to stay for the rest. Just ... how can we even begin to combat the negativity of the Pokémon if this is how they react to the world's probable end - not doing what could aid themselves most, but simply running away from both the Glacier Palace and the truth? As Virizion points out, in the real world, things don't always work out, and trying to fix those things can just make it worse. It is these kinds of experiences that is driving everyone away from trying to fix 'em for fear of not making it worse, but for fear of feeling that sense of despair and letdown. It's easier. It's less painful sometimes. As time goes on, it changes you, deep down.

As Emolga points out, it'll probably be a similar experience if we go to other towns - Hydreigon was brought about by their unanimosity in wanting to live, and the Bittercold by their unanimosity in hopelessness. Gah. Maybe there's nothing we can do, but sit here and try to enjoy the rest of our days...

Suddenly, Lillipup comes in, apologizing for his fearful escape, and begging for a way that he may help. And so your partner tells him - be brave, have courage, be hopeful. He happily accepts this philosophy and leaves, calling for Herdier. Rather odd, we find it, so we go outside to find several others - Swadloon, Leavanny, Herdier, and Swanna! Herdier apologizes for his behavior earlier. He notes that, while he has led a long and fulfilled life, and cares not of his own life, it is that of his grandson, those of the children, those with their whole lives yet to be lived that he wants saved. The same can be said for Leavanny.

As Swanna points out, many of the Pokémon in the world are, in fact, selfish. But, even then, if the world's going to end unless you do something, wouldn't it be best then to at least try to preserve your own life, even if it means saving others? It seems more Pokémon are turning than we initially felt. Obviously the news will come as an initial shock to others ... but, if we can spread this feeling, we have a fighting chance. Your partner then decides on the perfect role for those wanting to help - spread the news, spread the feelings of trust and hope! Meanwhile, we'll storm the Glacier Pal--

Oh, right, it's floating in the air. >_> Espeon and Umbreon have already thought about Magnagates, but that doesn't seem to be an all-too-safe idea. Still, Espeon has a slight hunch on something... They set off for the Great Glacier while you get some Entercards ready for a different journey, meeting in the whereabouts of the middle. We decide to wait until morning to prepare and leave. Dunsparce volunteers to stay behind while the team goes to help convince the other Pokémon.

Save the game!







EXPECT SOME SPOILERS WITH THE ABOVE TEXT!!!! LIKE WITH THE PREVIOUS LONG SET OF SPOILERS, I DIDN'T BOX THIS FOR READABILITY ISSUES!











Preparing for the Invasion



The morning after all that, you and your partner awaken. He'll go on to the hill to set up the Entercards, practicing with Emolga in the meantime. You'll be stuck with the preparations for the invasion of the palace.

Meanwhile, two other dungeons have opened up: the Grove of Whispers and the Frozen Pillar. Note that neither of these are actually usable at the moment, but they're there when you can. Anyways, with regard to preparations, I will note that Quagsire is no help for whatever reason. Be sure to visit the Deposit Box and Cofagrigus's store when you need money (come on, tell me you didn't get under 20 Gold Bars during that trip?).

Overall, my preferred items setup for the active party is this. I would obviously love to have as many spares of everything a Deposit Box, because it's going to be another series of dungeons before you are allowed a legitimate shop again.




Whenever you're ready, head up to the hill in Post Town and speak with your partner there. Confirm your choice and your partner will notify you that this is not going to be easy this time around, as if it was easy the first time. (Well, it was easy for me. >_>) If you're sure you're ready, confirm again and the Magnagate will be summoned. After the good-byes and encouragement all around, the chosen four - you, your partner, Virizion, and Emolga - leap through the Magnagate.

On the other side, you'll find yourself at, yes, the entrance to another Magnagate dungeon. But this one seems a little different than the Telluric Path. Maybe the placement of the Entercards got messed up!? Then again, if they were that hard to use, wouldn't Umbreon or Espeon have helped? It might just be the influence of the Bittercold. Well, regardless, prepare your party and head out.




Tyrian Maze



  • Dungeon Length: 11 floors + end (B12F)
  • Dominant Types: Ghost and Rock by negligibly-slight margins
  • Pokémon Recruits?: Yes

RESIDENT POKÉMON DATA
Pokémon SpeciesPokémon #Pokémon TypeWhich Floors?
Beartic#614IceB1F ~ B11F
Braviary#628Normal/FlyingB1F ~ B11F (detours)
Carracosta#565Water/RockB1F ~ B11F
Chandelure#609Ghost/FireB12F (boss)
Cranidos#408RockB1F ~ B11F
Galvantula#596Bug/ElectricB1F ~ B11F
Garbodor#569PoisonB1F ~ B11F
Golett#622Ground/GhostB1F ~ B11F
Lampent#608Ghost/FireB1F ~ B11F
Salamence#373Dragon/FlyingB12F (boss)
Simisage#512GrassB1F ~ B11F

  • Beartic is weak to Rock, Fighting, Fire, and Steel, and is advantageous over Flying, Ground, Grass, and Dragon.

  • Braviary is weak to Rock, Ice, and Electric, and takes little damage from Ghost or Ground. It technically has a type-based advantage over Fighting, Grass, and Bug. He'll only appear on the floors with detours, but I can say from experience that you do NOT want to bother with said detour any longer than you have to, because these powerful jerks will come quickly and come hard.

  • Carracosta is weak to Grass (4x), Electric, Fighting, Ground, and Steel. It is advantageous over Fire, Rock, Ground, Bug, Ice, and Flying. He may have the Sturdy ability, which prevents one-hit kills from full HP. Note that, if the game does mention Sturdy having saved the Pokémon, you may as well just use the generic A Button attack to save yourself some PP.

  • Cranidos is weak to Grass, Fighting, Steel, Water, and Ground. It has advantages over Flying, Bug, Ice, and Fire.

  • Galvantula is weak to Fire and Rock, and has an advantage over Dark, Grass, Psychic, Flying, and Water. Try not to get close to it - it has Bug Bite, which could take out some of the items in your Bag and let the Galvantula use them. Galvantula may use Thunder Wave to paralyze you. It may also use Gastro Acid, nullifying your ability for a while if it hits. Then there's Spider Web, which may immobilize you, and String Shot, which may halve your movement speed... Gah, just get rid of these bugs the first chance you get.

  • Garbodor is weak to Psychic and Ground, and is advantageous over Grass. You want to be quick fighting this - it may have the Weak Armor ability. When you hit it, it may lower its Defense ... then get an additional move per turn!

  • Golett is weak to Water, Grass, Ice, Dark, and Ghost, and takes little damage from Fighting, Normal, and Electric. It has type-based advantages over Ghost, Psychic, Fire, Rock, Steel, Electric, and Poison.

  • Lampent is weak to Ghost, Dark, Rock, Ground, and Water, and takes little damage from Fighting and Normal. It has type-based advantages over Ghost, Psychic, Steel, Ice, Grass, and Bug.

  • Simisage is weak to Ice, Flying, Fire, Poison, and Bug, and is advantageous over Water, Rock, and Ground.

Generic dungeon; nothing to see here. There is a breather floor between B5F and B6F.

As you pass by B11F, Emolga will note that he can see a light up ahead - an exit? You hastily approach to see it and you find a frozen wasteland... Yes, you are on, once more, the Great Glacier. So, do we just wait for Umbreon and Espeon to stop on by? You are, however, curious about the roaring sound. It's too loud, too contstant to be a mere wind. Suddenly, light leaves the area and you look above - it is the Glacier Palace, disturbing the air currents to make the roaring, persistent noise and blotting out the very sun. It seems, then, that the Palace is on the move towards something.

Emolga also hears something else, the whisper of wind as wings slice through the air... Suddenly, a Salamence lands in front of you, one of Munna's gang; he is followed by two Chandelure. Their intentions are quite obvious, and so should our reaction - fight!

BOSS (B12F): Salamence, Chandelure, and Chandelure
  • Salamence is weak to Ice (4x), Rock, and Dragon. It will take little damage from Ground, and has type-based advantages over Dragon, Fighting, Bug, and Grass. Salamence also seems to be the possessor of the Tough Skill... This Team Skill will allow him to survive an attack that may otherwise KO him, and this goes for the Chandelure as well, so don't leave him alone so rashly - wait 'till his sprite disappears.

  • Chandelure is weak to Ghost, Dark, Rock, Ground, and Water, and takes little damage from Fighting and Normal. It has type-based advantages over Ghost, Psychic, Steel, Ice, Grass, and Bug. It can use Smog, which is Poison-type, does damage, and probably will Poison you. It also knows Confuse Ray, which obviously confuses you. If you have a Health Orb, you should be fine in this regard.

First things first, it would be a nice idea to open the onslaught with a useful orb - something like the All Power-Up Orb will do fine for a turn, maybe, depending on how your allies move around. You shouldn't take any damage if you set their Tactics to "Wait there". Don't think about using something like a Foe-Hold Orb, though - the Chandelure have the Prevention ability, destroying that tactic. So you can merely rely on your own self-augmentation - All Power-Up Orbs and All Dodge Orbs should be sufficient for this fight. You'll want to take down the Chandelure first, since they have a tendency to induce Poisoning and Confusion.


Explorers of Sky



After the battle, the trio of baddies will pass out on the snow, defeated. After Emolga taunts one of the Chandelure a little, he turns his back, saying we should hurry up and go forward. Meanwhile, the taunted Chandelure tries one last blow, but in vain, defeated by Espeon. She says Umbreon is also nearby, getting it all ready, a way into the Glacier Palace.

You'll find Umbreon near the edge of a crevass, with three of four Entercards already placed - yes, they're going to summon a Magnagate. These Entercards are special - they prevent you from having to go through an intermediate dungeon; you'll just last straight in front of the Palace! Question is, where they did get them? Umbreon and Espeon didn't make them, but found them in the glaciers left behind by the Palace. Remember the Magnagate, the very old one you found back in the expedition, near the numerous crevasses that triggered a light show?

As far as we know, only one Pokémon made it as far as we did, and therefore could be the only foreseeable owner of these special Entercards - Keldeo. He actually made these himself, somehow, in an unusual but very effective way, such that you can cross even through the sky itself. It is then posited that maybe Keldeo even lives, still lost in the Glacier Palace somewhere, still hunted by Kyurem, helping us however he can.

Well, save.

Meanwhile, back in Post Town, we can see that the Glacier Palace is edging ever closer, becoming ever more visible to the town. Those nearby - Ducklett, Patrat, and Rufflet - begin to think that this, again, means the annihilation of the world is near and begin to freak. Dunsparce tries to calm them down, saying nothing has actually happened yet - it's merely drifting along with the wind for all we know. They then begin to think that the world around the Bittercold will begin crumbling near the end of the world and head to tell the townspeople before Dunsparce again halts them, saying not to spread rumors and panic like that. Swanna comes up, agreeing with Dunsparce and harshly scolding those worrywarts.

On the other side of the special Magnagate, we find ourselves standing on the Glacier Palace. As Keldeo's genius is admired, Emolga suddenly realizes a problem - getting back. Apparently, though, Keldeo's Entercards are even two-way. O_o Anyways, the Salamence from before came from up here, so it can only be naturally assumed that Munna and her gang are close as well. Whether they know of our presence is unknown, but, to be safe, it would be a nice idea to split into three groups of two each - Umbreon and Espeon, you and your partner, and Virizion and Emolga. Everyone heads off their own way.

Prepare yourself at the nearby Deposit Box and head east into the next Mystery Dungeon.




Glacier Palace - Eastern Spire



  • Dungeon Length: 12 floors + end (13F)
  • Dominant Types: Bug, Ice, and Rock are all tied
  • Pokémon Recruits?: Yes (but they won't join the active party, just return to the Pokémon Paradise)

RESIDENT POKÉMON DATA
Pokémon SpeciesPokémon #Pokémon TypeWhich Floors?
Beartic#614Ice1F ~ 12F
Boldore#525Rock1F ~ 12F
Carracosta#565Water/Rock1F ~ 12F
Crustle#558Bug/Rock1F ~ 12F
Cryogonal#615Ice1F ~ 12F
Excadrill#530Ground/Steel13F (boss)
Gothitelle#576Psychic1F ~ 12F
Lampent#608Ghost/Fire1F ~ 12F
Mamoswine#473Ground/Ice1F ~ 12F
Mandibuzz#630Dark/Flying1F ~ 12F
Purugly#432Normal13F (boss)
Simipour#516Water1F ~ 12F
Volcarona#637Bug/Fire1F ~ 12F
Watchog#505Normal1F ~ 12F
Whirlipede#544Bug/Poison1F ~ 12F

  • Beartic and Cryogonal are weak to Fire, Fighting, Rock, and Steel. They have type-based advantages over Grass, Dragon, Flying, and Ground. Beartic notably knows Powder Snow and Icy Wind. These are Ice-type line-of-sight moves that deals super-effective damage to Grass, Flying, and Ground, and may also Freeze the Pokémon.

  • Boldore is weak to Water, Grass, Ground, Fighting, and Steel. It is advantageous over Fire, Ice, Flying, and Bug. It may also have the Sturdy ability, which will let it survive attacks that would otherwise KO it, if at full HP when hit, with 1 HP. That also means that, if the game tells you it survives because of Sturdy, then you should just use a basic A Button attack to save a little PP.

  • Carracosta is weak to Grass (4x), Electric, Steel, and Fighting. It is advantageous over Fire, Rock, Ground, Ice, Bug, and Flying. This Pokémon may have the Sturdy ability, which prevents one-hit kills from full HP. Note that, if the game does mention Sturdy having saved the Pokémon, you may as well just use the generic A Button attack to save yourself some PP. Alternatively, it may have the Solid Rock ability, which weakens the damage from moves that are super-effective to it.

  • Crustle is weak to Water and Rock, and is advantageous over Psychic, Dark, Ice, Flying, Bug, and Fire. This Pokémon has the Sturdy ability, which prevents one-hit kills from full HP. Note that, if the game does mention Sturdy having saved the Pokémon, you may as well just use the generic A Button attack to save yourself some PP. Crustle cam also be annoying because of Shell Smash - it sharply raises its Attack and Special Attack, slightly lowers its Defense and Special Defense, and triples it speed!

  • Gothitelle is weak to Ghost, Dark, and Bug; it is also advantageous over Fighting and Poison. This Pokémon can annoyingly use Flatter. It is a move which will sharply raise the target's Special Attack, but also put the confusion status on them, so don't exactly "hope" for it to happen.

  • Lampent is weak to Ghost, Dark, Rock, Water, and Ground. It will take little damage from Normal and Fighting, and is advantageous over Ghost, Psychic, Ice, Grass, Bug, and Steel.

  • Mamoswine is weak to Fire, Fighting, Grass, Water, and Steel, and takes little damage from Electric. It has type-based advantages over Fire, Electric, Rock, Steel, Poison, Grass, Flying, and Ground. It notably knows Powder Snow. This is an Ice-type line-of-sight move that deals super-effective damage to Grass, Flying, and Ground, and it may also Freeze the Pokémon.

  • Mandibuzz is weak to Rock, Ice, and Electric, and it takes little damage from Ground and Psychic. It is advantageous over Ghost, Psychic, Bug, Grass, and Fighting.

  • Simipour is weak to Grass and Electric, and is advantageous over Fire, Rock, and Ground.

  • Volcarona is weak to Rock (4x), Flying, and Water. It has type-based advantages over Ice, Grass, Bug, Steel, Dark, and Psychic.

  • Watchog is weak to Fighting and takes little damage from Ghost. It lacks type-based advantages. However, it can use the move Super Fang to take away half of your current HP, regardless of your type.

  • Whirlipede is weak to Fire, Flying, Ice, Rock, and Psychic. It has advantages over Dark, Psychic, and Grass.

There's not a bunch to say about this dungeon. I will note that, despite the fact that you and your partner are going this dungeon alone, you should still bring alone preparatory items for Monster Houses - heck, I found one on the first floor! Stuff like Petrify Orbs and Foe-Hold Orbs should be sufficient here for that, seeing as you can easily then just narrow them down and gang up on the poor "monsters".

Past 1F, you'll watch a scene with Umbreon and Espeon, who seem to have reached a breather floor in their own dungeon. There, Umbreon notes the obvious, then Espeon halts them for a moment...

SPOILER! Highlight to View

She asks him why he lied about using Keldeo's Entercards to get back, when such is not truly possible. Not just he and she knew, but also Virizion. Espeon already knows the answer - she didn't want to induce needless fear in Emolga and the others, a feeling of hopelessness that would only impede their efforts. Umbreon agrees and then notes that it is not for certain whether they even lied or not. They just didn't have enough time to test it - besides, they have to focus on defeating Kyurem and the Bittercold, or there won't be something to return TO anyways. Still, Espeon wants to be able to make it back...

Once you bypass 5F, you'll watch another scene, this time focusing on Virizion and Emolga. Virizion notes how far they've come and is met with silence from Emolga. She eventually remembers that Emolga hates her and realizes that he got the short end of the deal, or so she thinks. Sure, she initially was cold towards him, but Emolga eventually understood after hearing about the incident with Keldeo, and it's not like Virizion's a bad Pokémon. Emolga apologizes for being so rude to her back then. Personal issues aside, they decide to trek forward into the unknown, while Virizion gives him a nice comment - "... you're kind of a tough guy even though you're adorable. That's why I like you." =P Well, he's surprised. Anyways, moving on... It seems you're fully healed in the interim as well. Lucky you.

Between 8F and 9F, you'll find a breather floor. Prepare as you will at the nearby Deposit Box and push onward.

After finishing 12F of the East Tower, your partner sees a way out ahead!

Meanwhile, Emolga and Virizion also find the entrance to another dungeon. There, in the clearing just before the entrance, Purugly appears before them, astonishes that you managed to even get here. A number of Excadrill then emerge from ice in the ambush. Virizion can see the steep odds here, and thinks fleeing is a better option.

Suddenly, you and your partner run up, evening out the odds a little. For all of Purugly's threats, you remain steady in your efforts to defy Kyurem, and a fight begins!

BOSS (13F): Purugly and Excadrill (x6)
  • Purugly is weak to Fighting and lacks type advantages, but it does take little damage from Ghost. Its Fury Swipes move is absurdly powerful, easily able to cut off 25 damage with each of the two-to-five hits (at least, on a Level 41 Pikachu). If stuff like that becomes a problem, you can always throw a Blinker Seed at it or something.

  • Excadrill are weak to Water, Fire, Fighting, and Ground, and take little damage from Poison and Electric. They are advantageous over Fire, Rock, Steel, Electric, Poison, and Ice.

Do take note that Virizion and Emolga are likely to level up a few times after your initial move, since you probably got a fair sum of EXP. in the previous dungeon. Just expect that.

As with most such boss battles, opening with an Orb of some kind would be helpful. All Power-Up Orbs are greatly helpful for boosting strength here, and those like the Petrify Orb will pretty much keep everyone except Purugly petrified for a while. That means you can first focus on Purugly and deal with the rest one by one by one. I will note that you can directly heal Virizion and Emolga here via items, and the same goes for stuff like Reviver Seeds, Violent Seeds, what-have-you. If you go through the petrification strategy, do recall that, since the interim between petrification and animation is virtually infinite unless you attack, so you can use the A and B Buttons to heal between "battles".